Slice 3: Expedition Combat Spine — epoch-seeded zone waves (DR-040)
Reactivate the dormant Expedition region as a procedural combat venue.
v1 loop: walk the gate -> fight an epoch-seeded enemy wave in the
expedition -> clear -> return -> flat Ore reward (once per epoch) ->
escalated retaliation base siege.
- New sim types: ZoneEnemyTag, ZoneEnemyDirector (+ ZoneEnemyPrefab
buffer), ZoneEnemyState, ZoneEnemyMath (grunt->charger composition
by epoch). ZoneEnemyDirectorSystem (server, Burst): drip-spawns the
wave at a deterministic ring under a MaxAlive cap while a player is
out and the base is Calm; marks ClearedThisEpoch on a real clear.
[UpdateAfter(ExpeditionFieldSystem)] only (avoids a sort cycle).
- BLOCKER 1: EnemyAISystem region-filters target selection (player +
structure snapshots gain parallel region lists; no base structures /
no Core fallback for expedition husks).
- BLOCKER 3: WaveSystem, ThreatDirectorSystem timeout cull, and
CyclePhaseSystem DefendCleared + Core-breach cull all count/cull
RegionTag{Base} husks only (the breach cull was caught region-blind
by the post-impl review: a base breach wiped the live expedition
wave and spuriously paid the reward).
- BLOCKER 4: reward de-duped via CycleRuntime.LastRewardedEpoch +
ClearedThisEpoch; ExpeditionGateSystem deposits RewardOre once/epoch.
- ExpeditionFieldSystem teardown also culls zone enemies + region-
guards the clutter loop. Subscene wired with the director + roster.
368/368 EditMode green + clean netcode Play smoke. Docs: DR-040 ->
built, session log, CLAUDE.md cross-region tag-reaudit rule.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -50,7 +50,10 @@ namespace ProjectM.Server
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// empty -> occupied: a new sortie begins; bump the epoch so the field reseeds fresh.
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if (occupied && !wasOccupied)
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{
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runtime.ExpeditionEpoch += 1;
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runtime.ClearedThisEpoch = 0; // a fresh sortie has not been cleared yet (gates the once-per-epoch reward)
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}
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float3 baseCenter = new float3(0f, 1f, 0f);
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if (SystemAPI.TryGetSingleton<BaseAnchor>(out var anchor))
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@@ -112,7 +115,7 @@ namespace ProjectM.Server
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runtime.LastSpawnedEpoch = runtime.ExpeditionEpoch;
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}
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// DESTROY: the last player left the expedition — clear the whole field (nodes + clutter).
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// DESTROY: the last player left the expedition — clear the whole field (nodes + clutter + zone enemies).
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if (wasOccupied && !occupied)
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{
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// Only EXPEDITION nodes — the base field is permanent RegionTag{Base} and must NOT be torn down here.
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@@ -120,8 +123,17 @@ namespace ProjectM.Server
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SystemAPI.Query<RefRO<ResourceNode>, RefRO<RegionTag>>().WithEntityAccess())
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if (region.ValueRO.Region == RegionId.Expedition)
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ecb.DestroyEntity(e);
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foreach (var (bc, e) in SystemAPI.Query<RefRO<BlightClutter>>().WithEntityAccess())
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ecb.DestroyEntity(e);
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// Blight clutter is Expedition-only today; guard by region defensively (DR-040 MINOR 1).
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foreach (var (region, e) in
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SystemAPI.Query<RefRO<RegionTag>>().WithAll<BlightClutter>().WithEntityAccess())
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if (region.ValueRO.Region == RegionId.Expedition)
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ecb.DestroyEntity(e);
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// Zone combat enemies share this single lifetime point (DR-040). EnemyTag + ZoneEnemyTag +
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// RegionTag{Expedition}; disjoint from the node/clutter queries, so no double-destroy.
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foreach (var (region, e) in
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SystemAPI.Query<RefRO<RegionTag>>().WithAll<ZoneEnemyTag>().WithEntityAccess())
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if (region.ValueRO.Region == RegionId.Expedition)
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ecb.DestroyEntity(e);
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}
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runtime.PrevExpeditionOccupied = (byte)(occupied ? 1 : 0);
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